October3d55/M/UltraleapTracking/Source/ThirdParty/BodyState/Public/BodyStateEstimatorComponent.h

53 lines
2.6 KiB
C++

/*************************************************************************************************************************************
*The MIT License(MIT)
*
*Copyright(c) 2016 Jan Kaniewski(Getnamo)
*Modified work Copyright(C) 2019 - 2021 Ultraleap, Inc.
*
*Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
*files(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
*merge, publish, distribute, sublicense, and / or sell copies of the Software, and to permit persons to whom the Software is
*furnished to do so, subject to the following conditions :
*
*The above copyright notice and this permission notice shall be included in all copies or
*substantial portions of the Software.
*
*THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
*MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
*FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
*CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*************************************************************************************************************************************/
#pragma once
#include "Components/ActorComponent.h"
#include "Skeleton/BodyStateSkeleton.h"
#include "BodyStateEstimatorComponent.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBodyStateSkeletonSignature, UBodyStateSkeleton*, Skeleton);
/**
* Offers an estimation event with a skeleton which will be applied to the merged bodystate.
* A good place to experiment with derived bodystate bones
*/
UCLASS(ClassGroup = "BodyState", meta = (BlueprintSpawnableComponent))
class BODYSTATE_API UBodyStateEstimatorComponent : public UActorComponent
{
GENERATED_UCLASS_BODY()
public:
/** Called when the skeleton should be updated before it propagates to all listeners */
UPROPERTY(BlueprintAssignable, Category = "BodyState Estimation Events")
FBodyStateSkeletonSignature OnUpdateSkeletonEstimation;
protected:
/** Override this function inside your initialize component and it will get called correctly in the merging chain */
TFunction<void(UBodyStateSkeleton*, float)> MergingFunction;
int32 MergingFunctionId;
virtual void InitializeComponent() override;
virtual void UninitializeComponent() override;
private:
TFunction<void(UBodyStateSkeleton*, float)> WrapperMergingFunction;
};